Fighter 5
Level | Proficiency Bonus | Features | Exploits Known | Exploit Die | Exploit Dice |
---|---|---|---|---|---|
1st | +2 | Attack of Opportunity, Feat, Fighting Style, Second Wind | — | — | — |
2nd | +2 | Feat, Martial Exploits | 2 | d6 | 2 |
3rd | +2 | Fighter Feat, Know Your Enemy, Warrior Archetype | 3 | d6 | 2 |
4th | +2 | Action Surge (x1), Feat | 3 | d6 | 3 |
5th | +3 | Extra Attack (x1), Fighter Feat | 4 | d8 | 3 |
6th | +3 | Feat | 4 | d8 | 3 |
7th | +3 | Archetype Feature, Fighter Feat | 5 | d8 | 3 |
8th | +3 | Feat | 5 | d8 | 4 |
9th | +4 | Fighter Feat, Indomitable (x1) | 6 | d8 | 4 |
10th | +4 | Feat, Archetype Feature | 6 | d8 | 4 |
11th | +4 | Extra Attack (x2), Fighter Feat, Martial Superiority | 7 | d10 | 4 |
12th | +4 | Feat | 7 | d10 | 5 |
13th | +5 | Fighter Feat, Indomitable (x2) | 8 | d10 | 5 |
14th | +5 | Feat, Second Wind (x2) | 8 | d10 | 5 |
15th | +5 | Archetype Feature, Fighter Feat | 9 | d10 | 5 |
16th | +5 | Feat | 9 | d10 | 6 |
17th | +6 | Extra Attack (x3), Fighter Feat, Indomitable (x3) | 10 | d12 | 6 |
18th | +6 | Feat, Archetype Feature | 10 | d12 | 6 |
19th | +6 | Feat, Fighter Feat | 10 | d12 | 6 |
20th | +6 | Action Surge (x2), Feat, Relentless | 10 | d12 | 6 |
Class Features
All of the following are class features of the Fighter.Attack of Opportunity
1st-Level Fighter FeatureYou gain the Attack of Opportunity feat.
Feat
1st-Level Fighter FeatureYou gain one feat of your choice.
Fighting Style
1st-Level Fighter FeatureChoose a Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style.
Fighter Fighting Styles
Blind Warrior
You have blindsight with a range in feet equal to 5 times your Fighter Power Reservoir. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.Brawler
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes, you can make a single unarmed strike as a bonus action on that turn.Deadeye
You gain a +2 bonus to attack rolls with ranged weapons.Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.Great Weapon Fighting
When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.Improvised Fighting
You are proficient with improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage dice twice and take the higher damage roll. When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.Mariner
While you are not wearing medium or heavy armor and not using a shield other than a buckler, you have a swim speed equal to your base land speed, and you gain a +1 bonus to your Armor Class while swimming.Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet of you, you can use your bonus action to make a melee attack against it with your ranged weapon. On a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.Mountineer
While you are not wearing medium or heavy armor and not using a shield other than a buckler, you have a climb speed equal to your base land speed, and you gain a +1 bonus to your Armor Class while climbing.Mounted Warrior
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block.Organ Piercer
You can add your Dexterity modifier to the damage roll of any weapon you wield with the Finesse property. If you do, do not add your Strength modifier to the damage roll of that attack.Protector
When a creature you can see hits you, or a target within 5 feet of you, with a melee attack, you can use your reaction to grant the target a bonus to his or her AC equal to your Fighter Power Reservoir against that attack. You must be wielding a shield to do so. If the attack still hits, the target takes less damage equal to your Fighter Power Reservoir plus 1d4 if you are wielding a buckler, 1d6 if you are wielding a small shield, 1d10 if you are wielding a large shield, or 1d12 if you are wielding a tower shield.Shield Warrior
You can use small, large, and tower shields as martial melee weapons. On a hit, the shield deals bludgeoning damage equal to 1d4 if it is a small shield, 1d6 if it is a large shield, or 2d4 if it is a tower shield. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with the shield, and if you are wielding two shields, you gain a +1 bonus to your Armor Class from the second shield, rather than nothing.Standard Bearer
When a creature within 5 feet of you attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.Thrown Weapon Fighting
When you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.Wrestler
When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. While grappling a creature of your size or smaller, you do not treat movement as difficult terrain when dragging that creature.Second Wind
1st-Level Fighter Feature You can fight on where lesser warriors would fail. You can use your Bonus Action to regain hit points equal to 1d10 + your Fighter level. Once you do so, you must finish a short or long rest before you can do so again. Upon reaching 14th level, you can use your Second Wind twice, and you must finish a short or long rest before you can do so again.Martial Exploits
2nd-Level Fighter Feature You learn techniques that enhance your martial skill in and out of battle.Exploit Dice
The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all expended Exploit Dice when you fnish a short or long rest. Your Exploit Dice begin as d6s and increase in size as you gain levels in this class, as indicated on The Fighter table.Exploits Known
You know two Exploits of your choice from the list below. The Exploits Known column of The Fighter table shows when you learn more Exploits of your choice. To learn an Exploit you must meet an prerequisites it may have, such as a minimum ability score or a minimum Fighter level. Whenever you would learn a new Martial Exploit, you may also replace one of the Exploits you know with another Exploit of your choice.Saving Throws
When you gain this feature, choose Strength or Dexterity. This choice cannot be changed later. If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + the chosen ability score modifier
1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swining a weapon. They can be learned by Fighters with modest training and have no level prerequisite.
You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Exploit Die and gain temporary hit points equal to 1 + your Constitution modifier.
When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed. Also, whenever you would normally make a Charisma (Intimidation) check, you can instead make a Strength (Intimidation) check.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to the damage roll of that attack.
When you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
When you hit a nonmagical object with an attack, you can expend an Exploit Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.
Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check. Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.
Whenever you make a Strength or Constitution ability check you can expend Exploit Dice (up to your Fighter Power Reservoir), roll those dice, and add the total to the result of your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
In place of an attack, you can expend an Exploit Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier. At 11th level, the range of this Exploit becomes 120 feet.
When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
When you move at least 10 feet immediately before you jump, you can expend Exploit Dice (up to your Fighter Power Reservoir) to increase the distance of your jump by 10 feet for each Exploit Die expended, even if this exceeds your remaining speed.
In place of an attack, you can expend an Exploit Die to force one target you touch to make a Strength saving throw. On a failed save, it is knocked away from you a number of feet equal to 5 times your Strength modifier. A target that is more than one size larger than you has advantage on its saving throw.
While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you can use your reaction to expend one Exploit Die, roll it, and add it to your Armor Class against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction.
As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
When you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your Fighter Power Reservoir), roll the dice, and add them to the damage roll of that attack.
When you make an ability check with land or water vehicles, cartographer's tools, or navigator's tools you can expend one Exploit Die, roll it, and add it to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to your Fighter Power Reservoir), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Exploit.
When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to yourFighter Power Reservoir), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Exploit.
If you are in a settlement, you can make Wisdom (History) and Wisdom (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks. Also, when you make a Wisdom (History) or a Wisdom (Investigation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check you can expend an Exploit Die, roll it, and add it to your ability check. You can do so after you roll, but before you know the result.
As a bonus action, you can expend one Exploit Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Exploit Die to your Strength (Athletics) check.
Arresting Strike
When you hit a target with a weapon attack, you can expend one Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Exploit Die and its speed is 0 until the start of your next turn.Brace Up
Prerequisites: Constitution 11You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Exploit Die and gain temporary hit points equal to 1 + your Constitution modifier.
Command Presence
Prerequisites: Charisma 11 or Strength 11When you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed. Also, whenever you would normally make a Charisma (Intimidation) check, you can instead make a Strength (Intimidation) check.
Counter
Prerequisites: Dexterity 11When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Exploit Die to the damage roll of that attack.
Cunning Instinct
Prerequisites: Wisdom 11When you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know if you succeed or fail.
Destructive Strike
Prerequisites: Strength 11When you hit a nonmagical object with an attack, you can expend an Exploit Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.
Disarm
When you hit a creature with a weapon attack, you can expend an Exploit Die and attempt to disarm it. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Exploit Die, and it drops one item of your choice that it is currently holding on the ground in the space that it is currently occupying.Eloquent Speech
Prerequisite: Intelligence 11Whenever you would normally make a Charisma (Deception) or Charisma (Persuasion) check, you can choose to use your Intelligence in place of Charisma for that ability check. Also, whenever you make an Intelligence (Deception) or Intelligence (Persuasion) check you can expend one Exploit Die, roll it, and add the result to your check. You can do so after you roll the d20, but before you know if you succeed.
Feat of Strength
Prerequisite: Strength 11 or Constitution 11Whenever you make a Strength or Constitution ability check you can expend Exploit Dice (up to your Fighter Power Reservoir), roll those dice, and add the total to the result of your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Feint
As a bonus action, you can expend one Exploit Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.First Aid
As an action, you can touch a creature that has at least 1 hit point and expend Exploit Dice (up to your Fighter Power Reservoir), roll those dice, and that creature gains a number of temporary hit points equal to the total roll + its Constitution modifier.Heroic Fortitude
Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.Hurl
Prerequisites: Strength 11In place of an attack, you can expend an Exploit Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier. At 11th level, the range of this Exploit becomes 120 feet.
Inquisitive Eye
Prerequisites: Intelligence 11 or Wisdom 11When you make an Intelligence (Investigation) or a Wisdom (Insight) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Lightstep
Prerequisites: Dexterity 11When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Lunge
As part of a melee weapon attack you can expend an Exploit Die to increase the range of that attack by 5 feet. On hit, you deal additional damage equal to one roll of your Exploit Die.Mighty Leap
Prerequisites: Strength 11When you move at least 10 feet immediately before you jump, you can expend Exploit Dice (up to your Fighter Power Reservoir) to increase the distance of your jump by 10 feet for each Exploit Die expended, even if this exceeds your remaining speed.
Mighty Thrust
Prerequisites: Strength 11In place of an attack, you can expend an Exploit Die to force one target you touch to make a Strength saving throw. On a failed save, it is knocked away from you a number of feet equal to 5 times your Strength modifier. A target that is more than one size larger than you has advantage on its saving throw.
Parry & Riposte
Prerequisites: Dexterity 11While you are wielding a finesse or versatile weapon, and a creature you can see hits you with a melee attack, you can use your reaction to expend one Exploit Die, roll it, and add it to your Armor Class against that attack. Should this cause the attack to miss, you can make one melee weapon attack against your attacker as part of the same reaction.
Precision Strike
Prerequisites: Dexterity 11As part of a weapon attack you can expend one Exploit Die, roll it, and add the result to your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Reposition
As a bonus action, you can expend one Exploit Die to switch places with a conscious and willing creature within 5 feet of you. This movement is shifting. Either you or the creature you switched places with gains temporary hit points equal to one roll of your Exploit Die.Rustic Intuition
Prerequisites: Wisdom 11When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Ruthless Strike
Prerequisites: Strength 11When you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your Fighter Power Reservoir), roll the dice, and add them to the damage roll of that attack.
Savvy Explorer
Prerequisites: Intelligence 11 or Wisdom 11When you make an ability check with land or water vehicles, cartographer's tools, or navigator's tools you can expend one Exploit Die, roll it, and add it to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Scholarly Recall
Prerequisites: Intelligence 11Whenever you make an Intelligence (Arcana), Intelligence (History), or Intelligence (Religion) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Shield Impact
Prerequisites: Strength 11When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to your Fighter Power Reservoir), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Exploit.
Skilled Rider
Prerequisites: Wisdom 11When a creature you can see hits you with an attack, you can use a reaction to expend Exploit Dice (up to yourFighter Power Reservoir), roll those dice, and reduce the damage of that attack by an amount equal to the total you rolled + your Strength modifier. You must be wielding a shield to use this Exploit.
Streetwise
Prerequisites: Wisdom 11If you are in a settlement, you can make Wisdom (History) and Wisdom (Investigation) checks instead of the normal Intelligence (History) or Intelligence (Investigation) checks. Also, when you make a Wisdom (History) or a Wisdom (Investigation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Subtle Con
Prerequisites: Dexterity 11 or Charisma 11When you make a Dexterity (Sleight of Hand), a Charisma (Deception), or a Charisma (Performance) check you can expend an Exploit Die, roll it, and add it to your ability check. You can do so after you roll, but before you know the result.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Exploit Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.Take Down
Prerequisites: Strength 11As a bonus action, you can expend one Exploit Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Exploit Die to your Strength (Athletics) check.
Warding Strike
When a creature moves within the reach of a melee weapon you are wielding, you can use a reaction to expend an Exploit Die and make a single attack against it with that weapon. On hit, you add one roll of your Exploit Die to your damage roll.
Exploits of the 2nd-degree represent the peak of martial skill achievable by warriors without dedicated training. These can be learned by any Fighter of 5th level or higher.
As a bonus action, you can expend one Exploit Die to move up to your base land speed toward a hostile creature that you can see and make a single melee attack against it.
As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Exploit Die and become Blinded until the beginning of your next turn.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
When you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is Blinded, Deafened, or Muted (your choice) until the start of your next turn.
As a bonus action, you can expend an Exploit Die to enter a defensive stance that lasts until the start of your next turn. Each time a creature you can see targets you with an attack while you are in this stance, you gain a bonus to your Armor Class against that attack equal to a roll of your Exploit Die.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, falls Prone, and it cannot take reactions until the start of your next turn.
When you hit a creature with a weapon attack, you can expend an Exploit Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Exploit Die.
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a melee weapon or shield gain the benefits of half cover, which also apply to ability checks and saving throws made to avoid being moved against your will. The benefits of this Exploit instantly end if you leave your space, and they have no effect on incapacitated creatures.
As a bonus action, you can expend an Exploit Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can choose to Grapple it or knock it Prone.
When you make an ability check that doesn't include your proficiency bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
As a bonus action, you can expend an Exploit Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.
As part of a weapon attack you can expend an Exploit Die to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
As a bonus action, you can expend one Exploit Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Exploit Die to its attack roll.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to rend its armor. It must succeed on a Dexterity saving throw or it takes additional damage equal to one roll of your Exploit Die and its Armor Class is reduced by 1 until the damage is repaired, or it finishes a long rest. If the creature is not wearing armor or wielding a shield, this Exploit has no effect. If the creature's Armor Class reduces the AC bonus of the armor or shield to 0, that piece of equipment is destroyed. Shields are destroyed before armor when using this Exploit.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
In place of an attack, you can expend an Exploit Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier and fall Prone. On a successful save, they take half as much damage and don't fall Prone. Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Exploit Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw.
As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties. This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.
As an action, you can expend one Exploit Die to fire a volley of ammunition at a point you can see within normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failure, they take piercing damage equal to one roll of your Exploit Die + your Dexterity modifier, and half as much on a success. Doing so uses four times the normal ammunition your weapon uses. This Exploit cannot be used with Firearms.
In place of an attack, you can expend an Exploit Die to force each creature of your choice within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Exploit Die + your Strength or Dexterity modifier on a failed save, and half as much on a success.
As an action, you can expend an Exploit Die and flourish your melee weapon. You can shift up to 30 feet or your base land speed, whichever is less, in a straight line. During this movement, you can move through the spaces of other creatures. Any creature whose space you pass through must succeed on a Dexterity saving throw or take damage equal to two rolls of your Exploit Die + your choice of your Strength or Dexterity modifier.
Aggressive Sprint
Prerequisites: 5th-Level FighterAs a bonus action, you can expend one Exploit Die to move up to your base land speed toward a hostile creature that you can see and make a single melee attack against it.
Blinding Debris
Prerequisites: 5th-Level Fighter, Dexterity 13As a bonus action, you can expend an Exploit Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Exploit Die and become Blinded until the beginning of your next turn.
Concussive Blow
Prerequisites: 5th-Level Fighter, Strength 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
- Its speed becomes 0, and it can speak only falteringly.
- It has disadvantage on ability checks.
- It has disadvantage on Dexterity saving throws.
- It is Blinded.
Crippling Strike
Prerequisites: 5th-Level FighterWhen you hit a target with a weapon attack, you can expend an Exploit Die to cripple one of its senses. It must succeed on a Constitution saving throw or it takes additional damage equal to one roll of your Exploit Die and is Blinded, Deafened, or Muted (your choice) until the start of your next turn.
Defensive Stance
Prerequisites: 5th-Level FighterAs a bonus action, you can expend an Exploit Die to enter a defensive stance that lasts until the start of your next turn. Each time a creature you can see targets you with an attack while you are in this stance, you gain a bonus to your Armor Class against that attack equal to a roll of your Exploit Die.
Dirty Hit
Prerequisites: 5th-Level Fighter, Dexterity 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike at a vulnerable area. It must succeed on a Constitution saving throw or it takes additional damage equal to a roll of your Exploit Die, falls Prone, and it cannot take reactions until the start of your next turn.
Exposing Strike
Prerequisites: 5th-Level FighterWhen you hit a creature with a weapon attack, you can expend an Exploit Die to temporarily weaken it. The first attack made against that creature before the beginning of your next turn has advantage, and on hit, that attack deals additional damage equal to one roll of your Exploit Die.
Glancing Blow
Prerequisites: 5th-Level FighterWhen you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.
Heroic Will
Prerequisites: 5th-Level FighterWhenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Hold the Line
Prerequisites: 5th-Level Fighter, Strength 13 or Constitution 13As a bonus action, you can expend an Exploit Die to form your allies into a defensive position. You and allied creatures within 10 feet that are wielding a melee weapon or shield gain the benefits of half cover, which also apply to ability checks and saving throws made to avoid being moved against your will. The benefits of this Exploit instantly end if you leave your space, and they have no effect on incapacitated creatures.
Honor Duel
Prerequisites: 5th-Level FighterAs a bonus action, you can expend an Exploit Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.
Immovable Stance
Prerequisites: 5th-Level Fighter, Strength 13 or Constitution 13As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can choose to Grapple it or knock it Prone.
Improvised Skill
Prerequisites: 5th-Level FighterWhen you make an ability check that doesn't include your proficiency bonus, you can expend an Exploit Die and add it to your roll. You can use this Exploit after you roll, but before you know if you succeed or fail.
Intimidating Command
Prerequisites: 5th-Level Fighter, Charisma 13As a bonus action, you can expend an Exploit Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.
Martial Focus
Prerequisites: 5th-Level FighterAs part of a weapon attack you can expend an Exploit Die to grant yourself advantage on your attack roll. You can use this Exploit after you roll, but before you know if you hit or miss.
Menacing Shot
Prerequisites: 5th-Level Fighter, Constitution 13 or Charisma 13As a bonus action, you can expend one Exploit Die and force one creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.
Redirect
Prerequisites: 5th-Level FighterWhen a creature you can see misses you with a melee attack, you can use your reaction to expend an Exploit Die and force it to attack another creature of your choice within range of its attack, adding one roll of your Exploit Die to its attack roll.
Rending Strike
Prerequisites: 5th-Level Fighter, Strength 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to rend its armor. It must succeed on a Dexterity saving throw or it takes additional damage equal to one roll of your Exploit Die and its Armor Class is reduced by 1 until the damage is repaired, or it finishes a long rest. If the creature is not wearing armor or wielding a shield, this Exploit has no effect. If the creature's Armor Class reduces the AC bonus of the armor or shield to 0, that piece of equipment is destroyed. Shields are destroyed before armor when using this Exploit.
Ringing Strike
Prerequisites: 5th-Level Fighter, Strength 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Shattering Slam
Prerequisites: 5th-Level Fighter, Strength 13In place of an attack, you can expend an Exploit Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier and fall Prone. On a successful save, they take half as much damage and don't fall Prone. Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
Thunderous Blow
Prerequisites: 5th-Level Fighter, Strength 13When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Exploit Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw.
Trick Shot
Prerequisites: 5th-Level Fighter, Dexterity 13 or Intelligence 13As a bonus action, you can expend an Exploit Die to make a special ranged weapon attack with a weapon that has both the finesse and thrown properties. This attack ignores the benefits of cover, so long as it can ricochet off one surface and hit a target in range. If this attack would normally have disadvantage, it does not, and on hit, it deals additional damage equal to one roll of your Exploit Die.
Volley
Prerequisites: 5th-Level Fighter, Dexterity 13As an action, you can expend one Exploit Die to fire a volley of ammunition at a point you can see within normal range of your weapon. Creatures of your choice within 5 feet of that point must make a Dexterity Saving throw. On a failure, they take piercing damage equal to one roll of your Exploit Die + your Dexterity modifier, and half as much on a success. Doing so uses four times the normal ammunition your weapon uses. This Exploit cannot be used with Firearms.
Whirlwind Strike
Prerequisites: 5th-Level Fighter, Strength 13 or Dexterity 13In place of an attack, you can expend an Exploit Die to force each creature of your choice within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Exploit Die + your Strength or Dexterity modifier on a failed save, and half as much on a success.
Zephyr Slash
Prerequisites: 5th-Level Fighter, Strength 13 or Dexterity 13As an action, you can expend an Exploit Die and flourish your melee weapon. You can shift up to 30 feet or your base land speed, whichever is less, in a straight line. During this movement, you can move through the spaces of other creatures. Any creature whose space you pass through must succeed on a Dexterity saving throw or take damage equal to two rolls of your Exploit Die + your choice of your Strength or Dexterity modifier.
Exploits of the 3rd-degree are only mastered by elite warriors who dedicate their lives to training. They can only be learned by Fighters of 9th level and higher. Each 3rd-degree Exploit you know can only be used once per short or long rest.
As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
As a reaction when a creature you can see within 30 feet is reduced to 0 hit points, you can expend one Exploit Die and move up to twice your base land speed, so long as you end the movement within 5 feet of the downed creature. The creature can then expend one Hit Die to regain hit points equal to one Hit Die roll + its Constitution modifier. It also gains a number of temporary hit points equal to one roll of your Exploit Die for each opportunity attack you provoked as part of the movement granted to you by this Exploit.
In place of an attack, you can expend Exploit Dice (up to your Fighter Power Reservoir) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall Prone. Objects in this area take the maximum amount of damage. Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with great force, dealing additional damage equal to two rolls of your Exploit Die. The victim of this attack must succeed on a Wisdom saving throw or suffer the following effects for 1 minute (save ends):
In place of an attack, you can expend Exploit Dice (up to your Fighter Power Reservoir) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to two rolls of your Exploit Die for each Exploit Die spent + either your Strength or Dexterity modifier. On a successful save, targets take half as much damage.
As a bonus action, you can expend one Exploit Die to enter a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
You can expend an Exploit Die and spend 1 minute giving an inspirational speech to a number of other creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level. While the temporary hit points from this Exploit last, the creatures have advantage on Wisdom saving throws.
As a bonus action, you can expend Exploit Dice (up to your Fighter Power Reservoir) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
When you take damage from a source you can see, you can expend Exploit Dice (up to your Fighter Power Reservoir) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total. If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
In place of an attack, you can expend Exploit Dice (up to your Fighter Power Reservoir) and fire one piece of ammunition in a line, out to the weapon's normal range. Creatures in the line must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Exploit Die for each Die you spent + either your Strength or Dexterity modifier and fall Prone. On a success, they take half that damage and don't fall Prone.
As an action, you can expend one Exploit Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.
Adrenaline Rush
Prerequisites: 9th-Level Fighter, Strength 15 or Constitution 15As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including the bonus action you used to use this Exploit.
Daring Rescue
Prerequisites: 9th-Level FighterAs a reaction when a creature you can see within 30 feet is reduced to 0 hit points, you can expend one Exploit Die and move up to twice your base land speed, so long as you end the movement within 5 feet of the downed creature. The creature can then expend one Hit Die to regain hit points equal to one Hit Die roll + its Constitution modifier. It also gains a number of temporary hit points equal to one roll of your Exploit Die for each opportunity attack you provoked as part of the movement granted to you by this Exploit.
Destructive Slam
Prerequisites: 9th-Level Fighter, Strength 15In place of an attack, you can expend Exploit Dice (up to your Fighter Power Reservoir) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall Prone. Objects in this area take the maximum amount of damage. Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
Disorienting Blow
Prerequisites: 9th-Level Fighter, Strength 15When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with great force, dealing additional damage equal to two rolls of your Exploit Die. The victim of this attack must succeed on a Wisdom saving throw or suffer the following effects for 1 minute (save ends):
- Its speed is halved and it cannot take reactions
- Its Armor Class is reduced by 2
- It has disadvantage on Dexterity saving throws
- On its turn it cano nly take an action or a bonus action
- It cannot make more than one attack during its turn, even if a feature would allow it to make multiple
Gale Slash
Prerequisites: 9th-Level Fighter, Strength 15 or Dexterity 15In place of an attack, you can expend Exploit Dice (up to your Fighter Power Reservoir) to rend the air in front of you with a melee weapon, forcing targets in an adjacent 20-foot cone to make a Constitution saving throw. On a failure, targets take slashing damage equal to two rolls of your Exploit Die for each Exploit Die spent + either your Strength or Dexterity modifier. On a successful save, targets take half as much damage.
Heroic Focus
Prerequisites: 9th-Level FighterAs a bonus action, you can expend one Exploit Die to enter a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- Your speed is doubled
- You gain a +2 bonus to your Armor Class
- You have advantage on Dexterity saving throws
- You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, Search, or Use an Object action
Inspirational Speech
Prerequisites: 9th-Level Fighter, Charisma 15You can expend an Exploit Die and spend 1 minute giving an inspirational speech to a number of other creatures that can hear you equal to 1 + your Charisma modifier. At the end of this speech, targets gain temporary hit points equal to your level. While the temporary hit points from this Exploit last, the creatures have advantage on Wisdom saving throws.
Mythic Athleticism
Prerequisites: 9th-Level Fighter, Strength 15 or Constitution 15As a bonus action, you can expend Exploit Dice (up to your Fighter Power Reservoir) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
- Whenever you make a Strength or Constitution check or saving throw, you can treat a roll of 9 or lower on the d20 as a 10.
- Your walking speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
- You count as one size larger for the purposes of carrying capacity and the size of creatures you can move while you have them Grappled.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
Mythic Resilience
Prerequisites: 9th-Level Fighter, Constitution 15When you take damage from a source you can see, you can expend Exploit Dice (up to your Fighter Power Reservoir) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total. If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Survey Settlement
Prerequisites: 9th-Level Fighter, Wisdom 15 or Charisma 15You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a settlement that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any active factions and faction outposts within the area.
- Prominent buildings, gathering places, and cultural sites.
- Powerful (CR 1 or higher) politicians or military leaders.
- Loyalties, beliefs, rumors, and fears of the local populace.
- Secret alleyways, doors, hideouts, or storefronts not hidden by magic.
Survey Wilderness
Prerequisites: 9th-Level Fighter, Wisdom 15 or Charisma 15You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
- Secret trails, entrances, groves, or monster lairs not hidden by magic.
Thunderous Shot
Prerequisites: 9th-Level Fighter, Strength 15 or Dexterity 15In place of an attack, you can expend Exploit Dice (up to your Fighter Power Reservoir) and fire one piece of ammunition in a line, out to the weapon's normal range. Creatures in the line must succeed on a Dexterity saving throw or take piercing damage equal to two rolls of your Exploit Die for each Die you spent + either your Strength or Dexterity modifier and fall Prone. On a success, they take half that damage and don't fall Prone.
War Cry
Prerequisites: 9th-Level FighterAs an action, you can expend one Exploit Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.
Exploits of the 4th-degree are only able to be mastered by the most elite warriors in the land. These can only be learned by Fighters of 13th level and higher. Each 4th-degree Exploit you know can only be used once per short or long rest.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and instantly strike with a melee weapon you are holding at a number of creatures within 30 feet equal to 1 + the number of dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of your weapon's type equal to two rolls of your Exploit Die + your Dexterity modifier on a failed saving throw, and half as much damage on a successful save. For each of the creatures reduced to 0 hit points by this Exploit, you can force another creature of your choice within range of this Exploit to make the Dexterity saving throw. Once the Exploit ends, you appear in an unoccupied space of your choice next to one of the targets of this Exploit.
You can expend one Exploit Die and spend 1 hour training a number of humanoid creatures equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:
As an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.
As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
As a bonus action, you can expend one Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action, including the bonus action you used to use this Exploit to make two ranged weapon attacks so long as you have ammunition. This Exploit's effects don't stack with the swift quiver spell.
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Exploit Die. It must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on ability checks and attack rolls, and it can't take reactions (save ends).
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon you are wielding. Any magical creations created with a spell slot of 3rd-level or lower are instantly destroyed by your strike. If the magical creation was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the level of the spell slot used to create it. On a successful check, the magical creation is instantly destroyed by your strike. In the case of a prismatic wall, this destroys one layer of the wall, plus one layer for every point you exceed the DC by.
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Exploit Dice (up to your Fighter Power Reservoir) and fall to 1 hit point. For each Exploit Die you spent, you roll three Exploit Dice, and you gain temporary hit points equal to the total roll.
Dance of Death
Prerequisites: 13th-Level Fighter, Dexterity 17As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and instantly strike with a melee weapon you are holding at a number of creatures within 30 feet equal to 1 + the number of dice expended, forcing them to make a Dexterity saving throw. Creatures take damage of your weapon's type equal to two rolls of your Exploit Die + your Dexterity modifier on a failed saving throw, and half as much damage on a successful save. For each of the creatures reduced to 0 hit points by this Exploit, you can force another creature of your choice within range of this Exploit to make the Dexterity saving throw. Once the Exploit ends, you appear in an unoccupied space of your choice next to one of the targets of this Exploit.
Equip Militia
Prerequisites: 13th-Level Fighter, Intelligence 17 or Wisdom 17 or Charisma 17You can expend one Exploit Die and spend 1 hour training a number of humanoid creatures equal to your level to fight. Creatures that spend the full hour listening and training with you gain two of the following benefits of your choice:
- They gain proficiency with one martial weapon of your choice.
- They gain proficiency with light armor, small shields, and large shields.
- They gain temporary hit points equal to your level.
- They gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Medicine, Survival, or Stealth.
- They have advantage on saving throws to resist being charmed or frightened.
Expert Determination
Prerequisites: 13th-Level FighterAs an action, you can expend one Exploit Die to focus your mind and temporarily sharpen one of your skills. Choose a skill or tool that you are proficient in. For the next hour, you can add one roll of your Exploit Die to any check you make that uses that skill, without expending an Exploit Die.
Fluid Movements
Prerequisites: 13th-Level Fighter, Strength 17 or Dexterity 17As a bonus action, you can expend one Exploit Die to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- Your movement is unaffected by difficult terrain.
- You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage actions.
- Supernatural effects can neither reduce your speed nor cause you to be Paralyzed or Restrained.
- You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a Grapple.
- Swimming or being underwater imposes no penalties on your movements or your attack rolls.
Quick Draw
Prerequisites: 13th-Level Fighter, Dexterity 17As a bonus action, you can expend one Exploit Die and enter into a heightened state of focus which you must concentrate on as if concentrating on a spell. For the next minute, or until you lose concentration, you can use a bonus action, including the bonus action you used to use this Exploit to make two ranged weapon attacks so long as you have ammunition. This Exploit's effects don't stack with the swift quiver spell.
Staggering Blow
Prerequisites: 13th-Level Fighter, Strength 17When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Exploit Die. It must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on ability checks and attack rolls, and it can't take reactions (save ends).
Sundering Strike
Prerequisites: 13th-Level Fighter, Strength 17In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon you are wielding. Any magical creations created with a spell slot of 3rd-level or lower are instantly destroyed by your strike. If the magical creation was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the level of the spell slot used to create it. On a successful check, the magical creation is instantly destroyed by your strike. In the case of a prismatic wall, this destroys one layer of the wall, plus one layer for every point you exceed the DC by.
Unbreakable
Prerequisites: 13th-Level Fighter, Constitution 17When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can expend Exploit Dice (up to your Fighter Power Reservoir) and fall to 1 hit point. For each Exploit Die you spent, you roll three Exploit Dice, and you gain temporary hit points equal to the total roll.
Exploits of the 5th-degree are techniques and skills that rival demigods and heroes of legend. These can only be learned by Fighters of 17th-level and higher, and each 5th-degree Exploit you know can only be used once per long rest.
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Exploit Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is Incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Strength saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked Prone, and on a success, they take half as much damage and don't fall Prone. Objects in this area take maximum damage. The area becomes difficult terrain, and a creature can use one minute to clear one 5-foot square of this difficult terrain.
As a bonus action, you can expend one Exploit Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
As an action, you can expend an Exploit Die to cut through the fabric of space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee weapon attack with the required weapon. The weapon has a reach of 80 feet for this attack. If the attack hits, the target takes additional force damage equal to four rolls of your Exploit Die as the torn space flays them. After the attack, regardless of whether it hit or not, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they must make a Strength saving throw, being moved to the closest space adjacent to you on a failure.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to two rolls of your Exploit Die for each Exploit Die you spent + either your Strength or Dexterity modifier. You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Exploit.
As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must succeed on a Dexterity saving throw or they take piercing damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Dexterity modifier. Any creature that succeeds on its saving throw takes half as much piercing damage. You must have enough ammunition to hit each target.
When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with legendary force, dealing additional damage equal to four rolls of your Exploit Die. If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you cut off one of the its heads. If the creature cannot survive without the lost head, it is killed. Creatures can use a Legendary Resistance to avoid being beheaded. Any creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.
Banishing Strike
Prerequisites: 17th-Level Fighter, Strength 19 or Charisma 19When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Exploit Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is Incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
Cataclysmic Slam
Prerequisites: 17th-Level Fighter, Strength 19As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Strength saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked Prone, and on a success, they take half as much damage and don't fall Prone. Objects in this area take maximum damage. The area becomes difficult terrain, and a creature can use one minute to clear one 5-foot square of this difficult terrain.
Mythic Focus
Prerequisites: 17th-Level Fighter, Constitution 19 or Wisdom 19As a bonus action, you can expend one Exploit Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the effects of this Exploit end, they are lost.
- You have advantage on any weapon attacks you make.
- Once per turn when you hit with a weapon attack, you deal bonus damage equal to one roll of your Exploit Die.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to one roll of your Exploit Die.
- When you take the Attack action on your turn, yu can make one additional weapon attack as part of your action.
Sever Space
Prerequisites: 17th-Level Fighter, Strength 19, Must be wielding a slashing weaponAs an action, you can expend an Exploit Die to cut through the fabric of space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee weapon attack with the required weapon. The weapon has a reach of 80 feet for this attack. If the attack hits, the target takes additional force damage equal to four rolls of your Exploit Die as the torn space flays them. After the attack, regardless of whether it hit or not, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they must make a Strength saving throw, being moved to the closest space adjacent to you on a failure.
Steel Wind Slash
Prerequisites: 17th-Level Fighter, Strength 19 or Dexterity 19As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one. On a hit, each target takes damage of your weapon's type equal to two rolls of your Exploit Die for each Exploit Die you spent + either your Strength or Dexterity modifier. You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Exploit.
Storm of Arrows
Prerequisites: 17th-Level Fighter, Dexterity 19As an action on your turn, you can expend Exploit Dice (up to your Fighter Power Reservoir) to fire a volley of ammunition at a point you can see within the range of your weapon. Creatures of your choice within 30 feet of that point must succeed on a Dexterity saving throw or they take piercing damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Dexterity modifier. Any creature that succeeds on its saving throw takes half as much piercing damage. You must have enough ammunition to hit each target.
Vorpal Strike
Prerequisites: 17th-Level Fighter, Strength 19When you hit a creature with a melee weapon attack, you can expend one Exploit Die to strike with legendary force, dealing additional damage equal to four rolls of your Exploit Die. If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you cut off one of the its heads. If the creature cannot survive without the lost head, it is killed. Creatures can use a Legendary Resistance to avoid being beheaded. Any creatures that don't have or don't need a head are immune to this Exploit's effects, but still take the damage.
Fighter Feat
3rd-Level Fighter FeatureYou gain one feat of your choice. This feat must be designated as a Fighter Bonus Feat to be chosen.
Know Your Enemy
3rd-Level Fighter FeatureYou can evaluate the potential of others with a glance. As an action, choose one creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in one of the following attributes:
- Armor Class
- Current Hit Points
- Hit Point Maximum
- Base Land Speed
- Strength Score
- Dexterity Score
- Constitution Score
- Exploits Known
Warrior Archetype
3rd-Level Fighter FeatureChoose the Warrior Archetype from the options below that best represents your skills and training. Your Warrior Archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Archetype Exploits
Some Archetypes have a list of Archetype Exploits that you learn at the Fighter levels noted in the Archetype description. They don't count against your number of Exploits Known and can't be switched out for other Exploits. If you do not meet an Archetype Exploit's prerequisites, you learn it regardless.Warrior Archetypes
Warrior Archetype | Description |
---|---|
Arcane Knight | Arcane Knights supplement their skill with the armaments of war with arcane knowledge. |
Cavalier | Often raised at court or in the upper circles of the nobility, the archetypal Cavalier is a chivalric warrior of the highest order. |
Champion | One who forgoes all other forms of improvement to focus on enhancing their raw physical might. |
Commander | Commanders lead at the front, issuing orders and inspiring greatness in others by their own brave deeds. |
Crusader | Those who fight for the gods without their explicit blessing are called Crusaders. These zealots are champions of divine causes, their fervent belief fueling their battle fury. |
Field Medic | The field medic is a master of battlefield triage, using swift medical expertise and honed combat skills to keep their allies alive through the hardest of battles. |
Guardian | Guardians are elite defensive warriors whose strengths shine while fighting side by side with their allies. |
Guerrilla | No matter the mission, a Guerrilla will execute it with utmost perfection. Sometimes known as commandos, these warriors are marked by their determination and adaptability. |
Hound Master | Since the dawn of civilization, animals have worked alongside mortals. Some Fighters still take up this mantle, training Loyal Hounds to adventure by their side. |
Marksman | While all Fighters learn to draw a bow or hurl a javelin, those known Marksmen are masters of ranged combat. |
Master at Arms | While most Fighters master one specific martial discipline, a Master at Arms is the rare warrior who is able to truly master multiple styles of combat. |
Mystic Warrior | Where most Fighters look to increase their physical abilities, those known as Mystic Warriors work to unlock the psionic potential of their mind. |
Pugilist | Fighters known as Pugilists learned to fight in the dark underbelly of society. Where others use tactics and practiced techniques, Pugilists rely on brute force and dirty tricks. |
Quartermaster | These supportive Fighters strive to help their allies reach their full potential in combat. Putting the needs of their companions before their own, Quartermasters keep their comrades in top condition. |
Ronin | Ronin are Fighters who have been expelled from the service of their original lord or land. |
Swordsage | Swordsages, blade masters, sword saints; expert warriors who dedicate their life to the art of the sword have had many names over the ages. |
Sylvan Archer | Originally hailing from the elder forests of the world, Fighters who train to become Sylvan Archers learn to enchant arrows with ancient elven magics. |
Witchblade | Those who walk the dark path of the Witchblade are driven by an overwhelming desire to destroy—or aid—the great evils of the world. |
Action Surge
4th-Level Fighter FeatureYou can push yourself past your limits, if only for a moment. On your turn, you can take one additional action on that current turn. Once you do so, you must finish a short or long rest before you can use this feature again. This action cannot be used to cast a spell. When you reach 20th level, you can use this feature twice, regaining all expended uses when you finish a short or long rest. You can use this feature only once per round.
Extra Attack
5th-Level Fighter FeatureYou can attack twice, instead of once, whenever you take the Attack action on your turn. When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).
Indomitable
9th-Level Fighter FeatureYour fighting spirit allows you to grasp success from the jaws of defeat. Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. Once you use this feature, you must finish a long rest before you can use it again. At certain Fighter levels you can use this feature additional times between each long rest. You can use this feature twice starting at 13th level, and three times starting at 17th level.
Martial Superiority
11th-Level Fighter FeatureYour martial skill eclipses even that of professional warriors. Whenever you use your Second Wind feature you regain one of your expended Exploit Dice. Also, you regain all expended Exploit Dice if you spend 10 minutes doing only activity that would be part of a short rest.
Relentless
20th-Level Fighter FeatureYour skills in combat are those of legend. When you roll initiative at the beginning of a combat, you regain all expended Exploit Dice. Also, if you start your turn with no Exploit Dice remaining, you immediately regain one of your expended Exploit Dice.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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Hit Points
Proficiencies
Equipment
As a fighter, you can choose to start with 5d4x10gp to purchase starting gear or with the following equipment:- (a) splint mail or (b) leather armor, a longbow, 20 arrows, and a quiver.
- (a) a martial weapon and a large shield, (b) two martial weapons, or (c) an exotic weapon (if you are proficient)
- (a) a light crossbow, 20 light bolts, and a bolt case or (b) two handaxes.
- (a) a dungeoneer's pack or (b) an explorer's pack.
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